WIP CrashReporter, misc refactoring
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@@ -119,7 +119,7 @@ namespace Subsurface.Items.Components
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(int)doorSprite.size.X,
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(int)doorSprite.size.Y);
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body = new PhysicsBody(BodyFactory.CreateRectangle(Game1.World,
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body = new PhysicsBody(BodyFactory.CreateRectangle(GameMain.World,
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ConvertUnits.ToSimUnits(Math.Max(doorRect.Width, 1)),
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ConvertUnits.ToSimUnits(Math.Max(doorRect.Height, 1)),
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1.5f));
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@@ -282,8 +282,8 @@ namespace Subsurface.Items.Components
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foreach (Character c in Character.CharacterList)
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{
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int dir = Math.Sign(c.AnimController.limbs[0].SimPosition.X - simPos.X);
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foreach (Limb l in c.AnimController.limbs)
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int dir = Math.Sign(c.AnimController.Limbs[0].SimPosition.X - simPos.X);
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foreach (Limb l in c.AnimController.Limbs)
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{
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if (l.SimPosition.Y < simPos.Y || l.SimPosition.Y > simPos.Y - simSize.Y) continue;
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if (Math.Abs(l.SimPosition.X - simPos.X) > simSize.X * 2.0f) continue;
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@@ -299,7 +299,7 @@ namespace Subsurface.Items.Components
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{
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base.Remove();
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Game1.World.RemoveBody(body.FarseerBody);
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GameMain.World.RemoveBody(body.FarseerBody);
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if (linkedGap!=null) linkedGap.Remove();
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